Log in or register to post comments

how to implement mixed reality controller with cardboard SDK?

August 31, 2016 - 2:57am #4

hi i'm looking a way to make my marker as controller in my Cardboard VR game and using vuforia as AR SDK for this, if you still didnt get the idea here watch this https://www.youtube.com/watch?v=euuklt_B_30

i know vuforia already supported it & i already read this tut that vuforia made as a guide for this https://library.vuforia.com/articles/Solution/Using-the-MixedRealityController-in-Unity  but it's not detailed enough to help me i already searching for other tuts but still i found no one made a detailed step by step on how to implement it

i'm not really good on programming, now i already figured out how to trantition between AR & VR from this tut https://library.vuforia.com/articles/Solution/Integrating-Cardboard-to-the-ARVR-Sample i only need to go one step futher by figuring this out 

so can you guys help me with this?

how to implement mixed reality controller with cardboard SDK?

September 18, 2016 - 9:46pm #3

hello !! i'm still waiting for answer until now

does anyone in this forum ever try this yet ?

how to implement mixed reality controller with cardboard SDK?

January 29, 2017 - 3:13pm #2

guys here's the cool idea

i want to create a project based on vr and ar , i have a vr scene made with button and a onclick() function and i have other scene that is ar scene and have a marker that detect a image and playvideo...........but the problem is  vr uses unity 5.4 build in feature i.e. virtual reality support checked and further cardboard checked.

and in ar scene i choose vuforia configuration .i.e video see through and further cardboard.

but when i add both scene in scene manager and try to build it i get a error = unable to merge manifest files see console

can any one can help me how to create ar and vr scene and merge them on button click through scene...

how to implement mixed reality controller with cardboard SDK?

July 7, 2017 - 6:13pm #1

I know this is like a year late, but I just started getting back into Unity, and I came across this very same issue. The sample ArVr scene is nice for switching, but I wanted the ability to visualize my marker object while in the VR environment. My temp solution so far is just doing two tracking targets, one is the controller /gun/pointer, the other is a piece of paper with the "target range" scaled up huge so the view is from inside. I made a single lense HMD using a lenticular lense and cardboard so I don't need the split screen. A cheap work around, but I'm still too new to coding to figure out how to get vuforia running AR mode in split screen without shrinking down both views.

Log in or register to post comments